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Table of Contents
Character Creation PG 3
Equipment PG 3-5
Human and Ghoul Starter Package PG 5
Super Mutant Starter Package PG 6
Starting Vault-Tec (Arcanum) PG 6
More Vault-Tec (Arcanum) PG 7
Other Rules PG 7
Fallout Perks PG 8
Enemies PG 9-10
Gang Name Table PG 10
Settlement Table PG 10
Ruins Adventure Generator PG 11
This game references the Into the Odd game system by Chris McDowall, available from Lost Pages at www.lostpages.com. Into the
Odd and all associated logos and trademarks are copyrights of Chris McDowall and/or Lost Pages. Used without permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.
This game references the Fallout Rpg, available from Bethesda at http://store.bethsoft.com/. Fallout and all associated logos and
trademarks are copyrights of Bethesda. Used without permission. Bethesda makes no representation or warranty as to the quality,
viability, or suitability for purpose of this product.
Hello Wastelander
This little book uses the awesome Into the Odd rules available
Sooga Games (http://soogagames.blogspot.com/) to play in the
fun, dangerous, and bizarre world of Fallout.
Free edition of Into the Odd: https://docs.google.com/file/
d/0B6MR1KWIUR9UaFhnSU5TcDRVblk/edit
Character Creation
Equipment
Characters start with 2d100+25 Bottle Caps (BC)
Melee Weapons
Hand Weapon (25 BC, one hand): d6 Damage. Knife, pistolwhipped, pitchfork, sword, club etc.
Field Weapon (50 BC, two hands): d8 Damage. Rifle/machine gun
-butt, sword and knife, halberd, etc.
Well-Crafted Weapon (75 BC, one hand): d8 Damage. Finely
made sabre, rapier, spiked-chain, etc.
Heavy Weapon (150 BC, two hands): d10 Damage. Stop sign
(Super Mutant only or Size Matters Perk)
Very Heavy Weapon (500 BC, two hands): d10 Damage. Bumper
sword (Super Mutant only or Size Matters Perk)
Firearm Weapons
Light (110 BC, one hand): d6 Damage. Light pistol, etc.
Heavy (250 BC, two hands): d8 Damage. Flamer (ignites target,
d6 damage each round until extinguished), revolver, railgun
(shoots spikes, ignores armor), rifle, shotgun, two light pistols,
etc.
High-powered (500 BC, two hand): d10 Damage. Machine gun,
sniper rifle, etc.
Heavy Weapon (1,000 BC, two hands): d12 Damage. Gatling gun,
missile launcher (cant move and shoot- unless Super Mutant).
Armor
Light Leather Armor/Duster Jacket (200 BC): 1 Armor
Raider Armor/Leather Armor (400 BC): 2 Armor
Metal Armor (600 BC): 3 Armor
Equipment (Continued)
Tools (10 BC each): Backpack, Bedroll, Crowbar, Flashlight, Lunch Pail, Saw, Glue, Magnifying Glass, Manacles, Animal Trap, Lockpicks, Mirror, Writing Set, Fishing Pole, Shovel, Grappling Hook, Collapsible Pole, 20ft Rope, Spikes, etc.
Luxuries (50 BC): Elaborate Clothes, Jewelry, Ornaments, Binoculars, Good or fetish prostitute, etc. Cut the price in half for not-sogood luxuries and beat-up items.
Flashbang Grenade (10 BC): Momentarily blinds anyone that fails D0ex save.
Frag Grenade (50 BC): d12 in blast radius.
Mine (50 BC): d12 damage- step on- can be avoided.
Molotov Cocktail (10 BC): Sets an area alight. All inside take d6 Damage each round.
Smoke-bomb (25 BC): Fills a room with smoke when lit. Attacks through the smoke are
Impaired.
Poison (100 BC): Lose d20 str if consumed.
Ether (20 BC): Inhaled, str save or pass out for an hour.
Acid (50 BC): d6 Damage, burns through most materials.
Food and Drink: Crispy Squirrel Bits (5 BC), Cram and Bread (5 BC), Radroach Meat (4 BC), Mole Rat Wonder Meat (20 BC), Pork N
Beans (5 BC), Beer (2 BC), Dirty Water (10 BC), Clean Water (20 BC), Nuka-cola (20 BC), Whisky (10 BC), Rum (10 BC), etc.
Beasts: Brahmin (250 BC). Mutt (10 BC) to Hound (100 BC), str d10, d6 Bite.
Birds: From crows and ravens (25 BC, str d6, d4 claws.) to vultures and hawks (150 BC, d6 claws).
Hirelings
(cost per day, d6 hp and Ability Scores 10 unless noted)
Flash Light Boy (5 BC): str 2d6, flashlight, knife.
Mercenary (25 BC): 2d6 hp, light pistol, rifle, knife, leather armor.
Expert (100 BC): heavy pistol, shotgun, knife, leather armor, Expertise in a Specific Area
Equipment shown is a mix of items from Into the Odd (pg 4) and new stuff for Fallout.
Ammo
Ammo that is purchased lasts for one expedition. If the weapon goes
unused for that expedition, the ammo carries over.
Light Pistol bullets-20 BC
Heavy pistol bullets- 40 BC
Rifle bullets- 60 BC
Rail Spikes 60 BC
Machine gun- 80 BC
Missile- 100 BC*
Shotgun shells- 60 BC
Flamer Fuel 60 BC
Energy Cells 100 BC
Plasma Pack 100 BC
*Missiles for a missile launcher must be purchased individually.
2 HP
3 HP
Knife (d6),
Shotgun (d8),
Binoculars,
Never gets lost
Spiked-chain (d8),
Light Pistol (d6),
Bedroll,
Women (or Men)
always falls in love
with character
Rapier (d8),
Magnum .44 (d8),
Mutt,
Rich- start with
extra 1,000 Bottle
Caps
11-12
Shotgun (d8),
Light Leather Armor, Hound,
3 Rum,
Mohawk
13-14
Axe (d6),
Revolver (d8),
Flashlight,
Vault-Tec
15-16
Club (d6),
Shotgun (d8),
Ether,
Poison
Vault-Tec
Knife (d6),
Revolver (d8),
Med-X
Nuka-Cola,
Vault-Tec
17-18
Chainsaw (d8),
Revolver (d8),
Fancy suit,
Carton of Smokes,
Winning Smile
3-10
Brass Knuckles
(d6),
Light Pistol (d6),
Backpack,
Whisky,
Daughter Accompanying
4 HP
5 HP
6 HP
Knife (d6),
Sniper Rifle (d10),
Smoke-bomb,
Lucky- turned 1
failed roll into a
success (1x/
session)
Pitchfork (d6),
Rifle (d8),
Frag Grenade,
Comrade- roll-up
second characterextremely loyal
Sword (d6),
Sniper Rifle (d10),
Brahmin,
Football Helmet
Flashlight Boy
Hatchet (d6),
Revolver (d8),
Radio,
Fishbowl
2 Stim-pak
Finely Crafted
Sabre (d8),
Light Pistol (d6),
Mercenary,
Vault-Tec
Pool Stick (d6),
Light Pistol (d6),
Suitcase,
Jet,
Vault-Tec
Axe (d6),
Machine Gun
(d10),
Spiked Raider
Armor,
3 Cigars,
Always wins when
gambling unless
throws the game
Knife (d6),
Rifle (d8),
Nightvision
Goggles,
Mutt,
Voice Modulator
Shovel (d8),
Rifle (d8),
Guitar, Great
Voice,
Vault-Tec
Machete (d6),
Shotgun (d6),
Flashlight,
Shopping Cart,
Vault-Tec
Revolver (d8),
Shotgun (d8),
Radio,
Vulture,
Covered in Tattoos
Vault-Tec (Arcanum)
If your character starts with Vault-Tec, roll 1d12 to determine what you gain.
1) Cryo Grenade/Mine- This grenade releases a blast of cold that freezes targets in
the radius. Target must make a Str save or become frozen for 2d6 turns. If the targets
is at 0 HP and fail their save, they are frozen permanently.
2) Plasma Grenade/Mine- This grenade (d12 damage) releases waves of hot plasma.
Targets that take Critical Damage or melted into goo.
3) Pulse grenade/Mine- This grenade (d12 damage) releases an electrical charge.
Targets that take Critical Damage die as the charge stopped their heart. Robots must
make a Str damage or be deactivated until repaired.
4) Nuka-grenade- Several bottles of delicious Nuka-Cola are mixed with volatile chemicals and bits of shrapnel, creating a very big
BOOM (1d10+10 damage) in the area.
5) Stealthboy- This device bends light and renders you invisible. It even masks your sound. Thanks, Vault-Tec! The device can be
active for 10 minutes before being drained. Takes 24 hours to recharge.
6) Pip Boy- This is standard equipment for anyone that hails from a vault. The Pipboy comes with built-in Geiger counter, radio,
flashlight, health monitoring system for the wearer (warning of poison, disease, radiation, etc.), giving a full diagnostic. The device
also maps out the location of the user, helping them from being lost.
7) Rock-it Launcher- This crude piece of Vault-Tec is a heavy weapon (cant move and shoot unless Super Mutant or Size Matters
perk) that turns even the softest item, like a teddy bear, into a deadly projectile. Any small item loaded into the Rock-it Launcher is
shot at high speed, causing d10 damage.
8) Energy Pistol- This weapon shoots lasers (d6 damage)! This weapon ignores armor. Targets that take critical damage are vaporized.
9) Energy Rifle- This weapon shoots lasers (d8 damage)! This weapon ignores armor. Targets that take critical damage are vaporized.
10) Energy Sniper Rifle- This weapon shoots lasers (d10 damage)! This weapon ignores armor. Targets that take critical damage
are vaporized.
11) Plasma Pistol- This weapon shoots hot plasma (d6 damage)! Targets that take critical damage are melted into goo.
12) Plasma Shotgun- This weapon shoots hot plasma (d8 damage)! Targets that take critical damage are melted into goo.
Other Rules
Vehicles
Use the rules found in Into the Odd (pg 9) in addition to ODDPOCALYPSE (http://soogagames.blogspot.com/2015/09/
oddpocalypse.html)
Motorcycle (150 BC) 4 hp, +1 Armor to rider- driver can attack w one hand firearms and bombs.
Junker Car (500 BC): 6 hp, Armor 1
Raider Car (1,000 BC): 15hp, Armour2, Cannon Detachment
Armored Van/Ice Cream Truck (2,000 BC): 25 hp, Armor 2, 2 Cannon
Detachments, Mounted Machine Gun on top (d10)
Modded-Semi Truck (8,000 BC): 50 hp, Armor 3, 2 Cannon
Detachments, 2 Mounted Machine Guns on sides (d10)
Gyrocopter (6,000 BC): 6 HP, Armor 1- driver can attack w one hand firearms and bombs.
Radiation
At each time duration listed, make a Str save to avoid radiation damage.
Background: No adverse effects. Just there.
Low: You suffer -1 to Str (permanent) each hour youre in the area.
Medium: You suffer -1d4 to Str (permanent) each hour youre in the area.
High: You suffer -1d6 to Str (permanent) each turn youre in the area.
Toxic: You suffer -2d4 to Str (permanent) each turn youre in the area.
When a target loses over half of their Strength to Radiation Damage they gain a mutation. Use your favorite Mutation table or in
Oddvent Oddpendium (http://soogagames.blogspot.com/2014/12/new-release-oddvent-oddpendium.html)
Fallout Perks
Humans start with two perks and gain an additional perk each level. Ghouls and Super Mutants gain perks at Professional and Master levels.
Sample Enemies
Bloat Fly
Mole Rat
Radroach
(STR 3; DEX 8; WILL 3; 6 HP)
(STR 5; DEX 18; WILL 5; 8 HP; Armor 1)
DRIVEN TO EAT AND LAY EGGS
DRIVEN TO KILL AND CORRUPT
Pests that can be found all over the
Centaurs are horrible abominations that are
wastes, even in vaults. Radroaches bite
made from various animals and people. They
(d4 damage). Always 2d4 radroaches
have low intelligence are loyal to Super Mupresent.
tants. A centaur has a long barbed tongue (d8)
Immunity: Radroaches are immune to radiation and electricity
it uses to attack people.
Radioactive Spit: A centaur spits radioactive goo at targets at a damage.
distance (1d3 Str damage, permanently- unless wearing radiation suit. Rad Resistant per halves damage) at targets up to 10 Radscorpion
(STR 16; DEX 8; WILL 9; 15 HP)
away.
DRIVEN TO EAT AND LAY EGGS
Scorpions the size of cars. Not pretty.
Death Claw
Radscorpions attack with their massive pincers (d8 damage), and their poisonous tail
(STR 20; DEX 18; WILL 10; 30 HP; Armor 3)
(d6 damage, see below).
TO FEAST
Tail: Targets stung by a radscorpions tail
These deadly hunters stand 10-12 tall and
weigh over 1,000 lbs. They are fierce and fear- take 1d6 damage and suffer 1d6 damage to Str and Dex.
less. They use claws (d12), horns (d8), and fangs Immunity: Rad scorpions are immune to radiation.
(d8).
Leap: A deathclaw can leap up to an enemy 25 Raiders/Bandit
(STR 10; DEX 10; WILL 8; 6-12 HP;
away.
Armor 2)
DRIVEN TO FUCK SHIT UP, GET
Feral Ghoul
RICH, AND GET DRUNK
(STR 10; DEX 14; WILL 7; 10 HP)
Machine Gun Spray: All targets in
DRIVEN BY RAGE
front of the Raider takes d10 damFeral ghouls are mindless abominaage.
tions that attack anything except
other feral ghouls. Ghouls claws deal
d6 damage.
Robot
Immunity: Feral ghouls are immune to radiation and fear
(STR 14; DEX 10; WILL 15; 10 HP; Armor 1-3)
effects.
DRIVEN TO SERVE MANKIND AS INSTRUCTED
Robots serve a multitude of functions, from
Gecko/Fire Gecko
homecare to medical to clerical to security and com(STR 16; DEX 14; WILL 8; 15 HP)
bat.
DRIVEN TO EAT AND BREED- FIRE GECKOS ALEnergy Rifle: This weapon shoots lasers (d8 damage)!
SO LIGHT SHIT ON FIRE
This weapon ignores armor. Targets that take critical
Geckos and Fire Geckos bite (d4 damage) and
damage are vaporized.
claw (d6) their prey. Always 1d6+1 Geckos
Buzzsaw: This large spinning saw (d6 damage)
present. 35% chance 1d3 Fire Geckos present.
hurts). If a target takes Critical damage they
Gecko meat and skins are valuable.
lose a limb.
Flame Breath (Fire Gecko only): Breathe fire on
target for 1d6 damage and an additional d6 each round until
extinguished.
Centaur
1
2
3
4
5
6
7
8
9
10
11
12
Shantytown
Sludges
Tent-town
Neo-Bigsby
New <enter city name here>
Utopia
Wood Town
Motel Town
Night City
The Mudflats
Nuketown
Survival
Ruins Generator
Roll
Roll
School
2
3
Factory
Nuka-Cola Plant
4
5
Power Station
Army Base
6
7
Prison
Supermarket
8
9
Museum
Library
10
11
Police Station
Business Office
12
Mansion
Stash in Ruins
1
2
3
4
5
6
7
8
9
10
11
12
Vault-Tec
New weapon schematic
Horde of bottle caps
Guns
Ammo payload
Drugs
Slaves
Vault-Tec
Luxury Goods
Machine Parts
Weapons and Ammo
Explosives and Vault-Tec
Secret laboratory
Computer with info about Enclave
Basement door to hidden lair-
8
9
Raiders
Super Mutants
Feral Ghouls
Radroaches and Raiders
Two groups of raiders- turf war
Mole Rats, Radroaches, and Super
Mutants
Mole Rats, Radroaches, and Raiders
Super Mutants and Raider working
10
11
Robots
Robots and Raiders-Robots pro-
10
12
11
12